Fix clippy lints in the-purple-night

This commit is contained in:
Gwilym Kuiper 2022-02-26 21:21:54 +00:00
parent 548e88f7c4
commit e86bb71abd

View file

@ -6,6 +6,8 @@ extern crate alloc;
mod rng;
mod sfx;
use core::cmp::Ordering;
use alloc::vec::Vec;
use rng::get_random;
@ -324,7 +326,7 @@ impl SwordState {
*counter = 0;
}
match self {
SwordState::LongSword => (0 + *counter / 8) * 4,
SwordState::LongSword => (*counter / 8) * 4,
SwordState::ShortSword => (41 + *counter / 8) * 4,
SwordState::Dagger => (96 + *counter / 8) * 4,
SwordState::Swordless => (154 + *counter / 8) * 4,
@ -943,12 +945,10 @@ impl SlimeData {
.set_tile_id((29 + self.sprite_offset / 16) * 4);
if (player.entity.position - entity.position).manhattan_distance() < 40.into() {
let direction = if player.entity.position.x > entity.position.x {
Tri::Positive
} else if player.entity.position.x < entity.position.x {
Tri::Negative
} else {
Tri::Zero
let direction = match player.entity.position.x.cmp(&entity.position.x) {
Ordering::Equal => Tri::Zero,
Ordering::Greater => Tri::Positive,
Ordering::Less => Tri::Negative,
};
self.slime_state = SlimeState::Chasing(direction);
@ -1200,14 +1200,18 @@ impl EmuData {
.signum();
entity.velocity.x = velocity;
if velocity > 0.into() {
entity.sprite.set_hflip(true);
self.state = EmuState::Charging(Tri::Positive);
} else if velocity < 0.into() {
self.state = EmuState::Charging(Tri::Negative);
entity.sprite.set_hflip(false);
} else {
self.state = EmuState::Idle;
match velocity.cmp(&0.into()) {
Ordering::Greater => {
entity.sprite.set_hflip(true);
self.state = EmuState::Charging(Tri::Positive);
}
Ordering::Less => {
self.state = EmuState::Charging(Tri::Negative);
entity.sprite.set_hflip(false);
}
Ordering::Equal => {
self.state = EmuState::Idle;
}
}
}
@ -1916,13 +1920,12 @@ impl<'a> Game<'a> {
}
self.input.update();
match self.player.update(&self.input, &self.level, sfx) {
UpdateInstruction::CreateParticle(data, position) => {
let new_particle = Particle::new(object_controller, data, position);
if let UpdateInstruction::CreateParticle(data, position) =
self.player.update(&self.input, &self.level, sfx)
{
let new_particle = Particle::new(object_controller, data, position);
self.particles.insert(new_particle);
}
_ => {}
self.particles.insert(new_particle);
}
let mut remove = Vec::with_capacity(10);